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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
Journal Mail Official
jurnalilmiahpendas@unpas.ac.id
Editorial Address
Jl. Taman Sari No. 6-8 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
Pendas : Jurnah Ilmiah Pendidikan Dasar
Published by Universitas Pasundan
ISSN : 24772143     EISSN : 25486950     DOI : 10.23969
Core Subject : Education,
Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education journals will selectively disseminate ideas and studies complemented by quality research results related to basic education, develop an education center to the elementary-school that can produce innovative, creative and original work and tested in the field of education and learning elementary School to be disseminated and implemented for improving the quality of primary-to-national education at the national, regional and international levels.
Articles 16,226 Documents
PENGARUH PERMAINAN CONGKLAK TERHADAP KEMAMPUAN BERHITUNG ANAK USIA 4-5 TAHUN DI KB NURUL MA`RIFAH KEC. KALISAT TAHUN AJARAN 2024/2025 Mutia Fajar Rianti; Mahendra Aswit Sandra Barata; Nury Kurnia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31156

Abstract

Playgroup education is a form of early childhood education that plays a crucial role in developing children's personalities and preparing them for the next level of education. Numeracy is a crucial foundation for early childhood development as a preparation for entering the next level of education. Based on observations, researchers found similar findings to the statement above. Students aged 4-5 at the Nurul Ma'rifah Kindergarten tend not to be able to count objects accurately. Early childhood is not yet able to understand abstract mathematical concepts, so it requires a numeracy learning approach that is appropriate to the child's developmental stage. According to Romlah in Riyenil and Agus (2019: 55), play is a way of learning that provides a feeling of happiness and enjoyment because through play, children can learn about something without having to study it. In the modern era, traditional games are starting to be marginalized by digital games, even though traditional games have benefits that are no less important, including in the aspect of counting. The population in this study were Early Childhood Children (both boys and girls) KB Nurul Ma`rifah in Kalisat District. While the sample in this study were all students in class A with an age range of 4-5 years. This study is a quasi-experimental study, where according to Ruseffendi in Lisa (2019) in a quasi-experiment the sample is not randomly selected subjects but samples are taken randomly class with existing subjects. This study also uses a pretest and posttest design where in this design there are two groups selected randomly Data Analysis in this study uses descriptive statistical analysis and statistical tests (T Test) to see the effect of congklak games on children's counting abilities. The purpose of this study is to provide information to readers regarding the effect of congklak games on counting abilities in early childhood.
PENGEMBANGAN KARAKTER SISWA MELALUI KEGIATAN EKSTRAKURIKULER PRAMUKA DI MIN 1 JEPARA Faizah, Nur; Rois, Nur; Mahalli
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.31160

Abstract

This study aims to describe the role of Scout extracurricular activities in the development of student character in MIN 1 Jepara. The background of this research departs from the challenges of students' character in the digital era, such as declining discipline and social sensitivity. The method used is descriptive qualitative with data collection techniques through observation, interviews, and documentation. The results of the study show that structured and routine Scout activities are able to shape student character values, especially discipline, responsibility, independence, cooperation, and social concern. The process of internalizing values is carried out through an approach of habituation, example, and strengthening the meaning of activities, with support from the head of the madrasah and the coach. The main obstacle faced is the limited facilities and training of coaches. Nevertheless, Scout activities have proven to be an effective instrument of character education in Islamic-based ibtidaiyah madrasas. This research contributes to strengthening the character development model in basic education institutions and becomes a practical reference in optimizing scouting activities
MENUMBUHKAN MINAT BACA PADA ANAK USIA 5-6 TAHUN MELALUI CERITA BERGAMBAR DI KB NURUL MA’RIFAH KALISAT KABUPATEN JEMBER Sarifatul Lailika; Mahendra Aswit Sandra Barata; Nury Kurnia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31163

Abstract

This study aims to foster reading interest in children aged 5-6 years through the use of picture stories at the Nurul Ma'rifah Kalisat Kindergarten, Jember Regency. The problem faced is the low interest in reading in children, which is evident from their greater interest in digital games compared to reading books. This indicates an urgent need to create a supportive and engaging environment for children to read. The general objective of this study is to increase reading interest in early childhood. While the specific objectives include: (1) identifying factors that hinder children's reading interest, (2) implementing interesting learning methods through picture stories, and (3) evaluating the increase in children's reading interest after the implementation of the method. The research method used is Classroom Action Research (CAR) with the Kemmis and McTaggart model, which consists of four stages: planning, action implementation, observation, and reflection. This research will be conducted in two cycles, with 15 children selected purposively as research subjects. The expected output of this study is an increase in children's reading interest, which can be measured through children's participation in reading activities, responses to stories, and their ability to retell the story content. It is hoped that the results of this study can contribute to the development of a more effective and relevant PAUD curriculum to children's needs, as well as improve the quality of early childhood education in the digital era.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TEAMS GAMES TOURNAMENT BERBANTUAN MEDIA EDUCAPLAY TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV SDN 060847 MEDAN PETISAH Tamba, Santa Adolia; Anton Sitepu; Frikson Jony Purba; Rizki Bastanta; Heka Maya Sembiring; Patri Janson Silaban
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31165

Abstract

This study aims to determine the effect of the teams games tournament model assisted by educaplay on the learning outcomes of fourth grade students at SDN 060847 Medan Petisah. Learning Year 2024/2025. In this study using quantitative methods, the population of this study were all grade IV SDN 060847 and the number of samples of this study were 25 students based on purposive sampling technique. Data on the teams games tournament learning model can be obtained from a questionnaire distributed to students and student learning outcomes can be obtained from the Pretest and Posttest scores of students in the 2024/2025 learning year. The results of this study indicate that student learning outcomes using the teams games tournament model are included in the very good category with an average Posttest of 83.20 and an average questionnaire score of 92,58. Furthermore, the results of hypothesis testing show tcount of 6,282 while t table is 2.060. So it is proven that Ho is rejected and Ha is accepted. Through the t-test, it can be concluded that there is a significant positive effect between the team games tournament learning model assisted by educaplay media on student learning outcomes in class IV IPAS subjects SDN 060847 Medan Petisah 2024/2025 Learning Year.
The EVALUASI IMPLEMENTASI PROGRAM PEMBELAJARAN BAHASA INGGRIS DI SMA KEPULAUAN KANGEAN KABUPATEN SUMENEP Aini, Siti Hairatul; Eko Handoyo; Wiwi Isnaeni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31168

Abstract

The success of the learning process in the classroom is determined by the extent to which the learning activities carried out by teachers and students in the classroom can achieve learning objectives. The English language proficiency of high school students is still in the poor category. This shows that the implementation of the current English language learning program is not yet fully effective in achieving the expected educational goals. Therefore, it is very important to evaluate the implementation of the English language learning program. This study is an evaluation study using a mixed method (quantitative and qualitative) approach with the CIPP model to determine the extent of the quality of the learning process and English learning curriculum in schools as well as external factors that influence it. Data collection techniques were carried out through the distribution of questionnaires, learning observations, and interviews. The research results on the context component show that students feel that English language skills are very important to support their future careers, so English language learning in the classroom must be tailored to students' needs to improve their competencies (M = 3.62 and 3.25), such as vocabulary learning and more frequent practice in speaking English. All students at Arjasa State High School and Muhammadiyah 3 Arjasa High School are from the Kangean Islands in Sumenep Regency. The economic background of the students' parents was assessed based on their occupations, with 15% being entrepreneurs, 25% farmers, 40% migrant workers, and 20% having no regular income. The recommendation based on the results of this study is to implement activities to improve the competence of English teachers, especially PPG and MGMP, as well as adequate infrastructure and facilities.
KEEFEKTIFAN MEDIA E-KOMIK BERBASIS STEM MATERI ENERGI ALTERNATIF UNTUK MENINGKATKAN LITERASI SAINS DAN LITERASI DIGITAL SISWA SEKOLAH DASAR Muhammad Nur Ikhsan; Bambang Subali; Ellianawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31169

Abstract

This study aims to evaluate the effectiveness of STEM-based e-comic media in teaching alternative energy topics to enhance scientific literacy and digital literacy among elementary school students. A mixed-methods approach was employed, using a pretest-posttest control group design. The sample consisted of 140 fourth-grade students, divided into experimental and control groups. Data collection instruments included scientific and digital literacy tests, student response questionnaires, observation sheets, and interview guidelines. N-Gain analysis revealed a more significant improvement in the experimental group (moderate category) compared to the control group (low category). T-test results indicated a statistically significant difference between pretest and posttest scores, both within the experimental group and between the experimental and control groups. Qualitative data showed that students responded positively to the e-comic media, found it helpful in understanding alternative energy concepts, and were engaged by its visually appealing design. These findings demonstrate that STEM-based e-comic is an effective learning medium to improve elementary student’s scientific and digital literacy.
PENGEMBANGAN MEDIA SMOBI (SMART BOX PERUBAHAN ENERGI) MATA PELAJARAN IPA KELAS IV SD Ratna Nur Hamidah; Bagus Amirul Mukmin; Elis Irmayanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31172

Abstract

This study was motivated by a problem identified by the researcher, namely that teachers rarely use instructional media and tend to rely on lecture and question-and-answer methods. Based on a student needs questionnaire, 83% of students reported difficulty in understanding the topic of energy transformation in science lessons. This is evidenced by the fact that 9 out of 15 fourth-grade students at SDN Mojokambang 2 scored below 75. Additionally, 60% of students stated that learning activities did not include any games. In response to these issues, this study aims to develop SMOBI (Smart Box for Energy Transformation), an instructional media that is valid, practical, and effective as a teaching aid for fourth-grade science lessons on energy transformation. This research uses the R&D method with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The validity of the SMOBI media was assessed with a score of 85% from material experts and 83.3% from media experts, categorizing it as highly valid. Its practicality was evaluated through questionnaires: the teacher respondents gave a score of 87.5%, while student respondents in small-group testing gave a score of 94%, and in large-group testing, a score of 95%, classifying it as highly practical. The effectiveness of SMOBI was based on students' mastery in answering evaluation questions, with 12 out of 15 students achieving mastery, resulting in an effectiveness rate of 86.6%, which is considered highly effective. SMOBI can be used in the learning process to improve student learning outcomes, increase student engagement, and assist in understanding the material.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA PADA MATERI KALIMAT MATEMATIKA DAN PERHITUNGAN KELAS 4 SD Intania Riski Maharani; Bagus Ardi Saputro; Veryliana Purnamasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31178

Abstract

The problem in this study is the low student activeness caused by the lack of use of educational learning media, so that students' ability to solve problems, especially in the material of mathematical sentences and calculations is less developed. This study aims to develop educational learning media based on Smart Apps Creator in the form of android applications on the material of mathematical sentences and calculations that are valid, practical, and effective for use by IVA grade students. The research method used is research and development with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of teachers and students of class IV A. The validation results showed that this media had a high level of validity, with a score of 93% from material experts and 98% from media experts. The practicality of the media was obtained from teacher responses of 94% and student responses of 88.4%. The implementation of this educational game media improves students' problem solving skills with an N-Gain value of 88.25%, which is included in the effective category. Thus, eduaction game media can be used as an alternative learning media in elementary schools
PENERAPAN MEDIA PEMBELAJARAN IPA PAKARSA PADA MATERI SIKLUS AIR UNTUK MENINGKATKAN HASIL BELAJAR SISWA Cindy Weka Wulandari; Abdul Aziz Hunaifi; Muhamad Basori
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.31179

Abstract

This study aims to describe the implementation of the PAKARSA (Papan dan Kartu Rahasia / Board and Secret Cards) learning media in teaching science on the topic of the water cycle, and to examine its effectiveness in improving student learning outcomes. The research was conducted with fifth-grade students at SDN Plosorejo 1, Kediri Regency, during the second semester of the 2024/2025 academic year. The PAKARSA media is made of wooden boards and buffalo paper cards. The right side of the board displays a visual sequence of the water cycle stages evaporation, transpiration, condensation, and precipitation to support students’ conceptual understanding. The left side contains material and quiz cards used for evaluation and concept reinforcement. The study employed a descriptive quantitative approach with a One Group Pretest Posttest Design, where one group of students received tests before and after the learning activity. The instruments used were multiple choice and short-answer tests developed based on the national learning outcomes (Capaian Pembelajaran). The results showed an increase in the average score from 56.7 (pre-test) to 88.4 (post-test). The number of students achieving the minimum mastery criteria (score ≥75) increased from 4 to 19 out of 21 students. The classical learning mastery (KBK) reached 90.5%, indicating that the PAKARSA media was highly effective. Therefore, PAKARSA is proven to be an effective and engaging tool for science instruction, particularly in enhancing student understanding of the water cycle.
ANALISIS STRUKTUR GERAK TIDI LO TONGGALO DI KECAMATAN TAPA PROVINSI GORONTALO Nur Aprilia Ismail; Riana Diah Sitharesmi; Rahmawati Ohi; Trubus Semiaji; Nurlia Djafar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31182

Abstract

Tidi Lo Tonggalo is one of several types of Tidi, where Tidi means “dance” and Tonggalo means “support”. Thus, Tidi Lo Tonggalo symbolizes how a woman acts as a pillar in the family, society, and religion, emphasizing that if she falters, so too will what she supports. Tidi Lo Tonggalo possesses a beautiful movement structure, rich with values and meanings. Analyzing its movement structure helps facilitate an accurate and clear interpretation of the dance. This qualitative descriptive study employs data collection through observation, interview, and documentation. The qualitative data analysis was continuous and iterative, involving data reduction, data display, and conclusion drawing or verification, representing the research’s success indicators. The study was conducted in Tapa Sub-district, Gorontalo Province. This dance is performed by five women and serves an entertainment function. The analysis findings of Tidi Lo Tonggalo’s movement structure are based on its compositional elements: vocabulary, spatial design, and dynamics. There are 32 movement vocabularies or poses in Tidi Lo Tonggalo, with transitional movements and repetitions on the right and left sides of the body in each sequence. The dance features nine spatial designs or floor patterns, some similar but incorporating different movements. Additionally, its dynamics are marked by changes in tempo in the musical accompaniment. Despite the tempo changes, the dancers maintain the softness of their movements throughout the performance.

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